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Current Version:
Fall of Kobol Downloads
No longer enhanced but available:
SotF: Fall of Kobol Diplomacy/Trinity 1.043
How To Install Sins of the Fallen
Important: RESTART Sins of a Solar Empire after activating the mod. This will avoid a common mini-dump after starting a game. If the game mini-dumps attempting to deactivate the mod (i.e. similar issue), then delete the EnabledMods.txt in your rebellion mod folder.
How to Activate Sins of the Fallen
Sins of the Fallen: Fall of Kobol
A Battlestar Galactica mod for Sins of the Solar Empire
Release Date: TBD
NOTICE: This fan based modification is completely unofficial and is in no way endorsed or affiliated with Syfy(formally Sci-Fi), NBC, Universal Studios, Relic, Sierra, Aspyr, Stardock or Ironclad Games. All trademarks, logos, sounds, and video are the property of their respective owners. This fan based modification is strictly non-commercial and may not be used for any commercial purposes!
* This mod uses some assets from Sins of the 13th Tribe (credit will be listed in the readme when released).
Quick synopsis
This mod introduces the colonial and cylon factions to the Sins of the Fallen universe. Both races will be playable with any of the planets, addons, and races included in Sins of the Fallen including the stock races. Both the colonial and cylon's factions will be balanced against the stock factions to support this approach.
Colonial Fleet
Relying on heavily armored and armed ships the colonial fleet is always on the defense looking for cylon incursions. Lacking shields of any kind Battlestar Point Defense systems are used to intercept incoming weapons and minimize damage to nearby frigates and cruisers supporting the fleet.
Colonial Sound Dialogue Script (link)
Cylon Armada
If you can edit text files, talk coherently or otherwise provide thoughtful feedback you can help this mod complete.
Contributions can be emailed to: zombiesrus5 at gmail dot com
Number Six: Status is given to those that had a significant impact either on this mod or the original Sot13T.
Members: Koobalt, Kyogre12, Coxxon, Kreeargh, Unknown Sexy Cylon Voice
Centurian: Status is given to those that are senior modder, preferably connected to Eclipse and making active changes to the mod through SVN.
Please email me for development SVN access which is different from the playtest SVN noted above.
Members: ZombiesRus5
War-era Centurian: Status is given to those that actively contribute to the mod.
Members: Crazyfrywad, Mord_Sith84, Cylon_Luvr, UnassumingWhiteGuy
U-87 Cyber Combat Unit: Status is given to those that have contributed at any point to the mod.
Members: Stalcore, JonJay
Civilian Model: Status is given to those that help test or otherwise provide valuable feedback.
Members: Unikraken, SpardaSon21, holybeast
Toaster: You like to play the mod which is good enough. Check into the forums if you want your call sign added.
Unknown Members: 2500+ souls or machines
Known Members: Alexbond45, danny1199, Dedzone007, vackillers, MackyG, TheTrueLost
Modding Contributions Needed
The Jupiter has a skin, haven't used the Cetus one yet but i assume it has one.
Koobalt's models are just too awesome for your machine
Hey,
Just wanted to say, good mod, was watching Battlestar and saw your mod, its a bit hard playing col vs cylon as was my first try 2 v 1 on triad but great fun! Trying to keep the pesky cylon back!
Keep up the great work!
The Titans seem to work fine for me - only thing I noticed was the Colonial Titan Abilities (haven't tried Cylon yet) seem a little mixed up. I.e. I have the Rebel Colonial titan, and one of its abilities was labelled as "Snipe Shot" or something to that effect... so I selected it... and it changes into "Furious Defence"
The other abilities look like they are named wrong as well (& Maybe their ability-descriptions?)- so its just something to look out for
But.... loving the MOD. The only other thing I noticed was a handful of things (I.e. Colonial Torpedo/Anti-starbase equivalents) have "No String Found" icons on the research tree etc... (So I haven't tried building them.. not sure if they exist yet?)
Either way... lots of fun playing as the Colonials. Really great work ZombieRus5
Lol seems like it cus i still get lags on this mod
@ian1246 Thanks for the feedback.
It kinda got lost in the previous pages but the current version of this mod for both Diplomacy and Rebellion is fairly bare bones with mainly model assets and some balance work. I plan to rip apart the research trees and abilities over the next 5-6 months rebuilding them from scratch. Basically I was waiting for Rebellion to release before tackling this because I wanted access to all the new modding toys for Colonial and Cylons to hopefully differentiate them even further from the current faction sets.
The Cetus class Battlestar Just looks Awesome good job Koobalt and Z.
Hey Z.... Love how you've listed out all the capital ships and their abilities! Looks AWESOME!
Love the sound of Total Atmospheric Expulsion for the colony. how will this work Z?
It was a fan submission in the thread here a while back.
Ultimate ability for Titan (Colony): Total Atmospheric Expulsion: Atmosphere is literally "sucked" away from the planet, rendering it uninhabitable due to the atmosphere being destroyed (affect would look the same as the Vasari "Drain Planet" ability. I think that one of the Vasari Titans will have this ability?)
I may or may not make it uninhabitable. I may also have it drop allegiance to zero if a starbase is protecting the planet.
Thanks, these are rough design ideas based on suggestions or my own design. I like to put them on paper and shuffle things around some before I actually code them out.
The game crashes for me at random spots without warning. Is there a fix for this? I really love this mod!!
Should sooooo make it uninhabitable. This fits with the Cylon ethos.. What use do they have of colonising/holding planets? Thats how they would defeat their enemies, by choking their resources/habitable planets.
To counter it, there could be an ultimate ability (through research, or through a particular ship) that can "terraform" a planet that has been rendered uninhabitable, to reverse the effects of Total Atmospheric Expulsion.
Or at least make it uninhabitable for a long period of time!
Since it's an ultimate, I'd be ok with uninhabitable.
Try turning down your effects settings.
Problem with that is that a single player can do a scorched earth tactic on the map, ruining all the enemy worlds so the other players have permanently reduced income and orbital slots, putting them at a permanent disadvantage.
I was thinking more like the Novalith with some finish condition.
Edit basically, it would instantly kill a planet, but the Cylon faction wouldn't be able to immediately colonize it.
Oh, okay. I was worried it would be irreversible like SttC, just without the stripping.
Hey Z,
Every time I enable Blood and Chrome and go back to the main screen. I have seem to have lost all of the options in order to play the game. I have Rebellion patched to 1.3. I would really love to play this mod it so awesome
Great mod and great jod.
I have a problem with the mod.
The capitals ships do not have textures a black square goes out for me when I construct them.
beacuse can be? thanks.
FIXED!!!! error to intstall/copy folders.
delete mod. redownload. retry.
Sounds like a bad install.
Coolio. it happens
I completely forgot I had this mod, was trying to get some of the more annoying achivements, like those civ only tec research ones. gotta see the Cetus Battlestar tonight.
this may be a odd question but why dose everyone call it a Galactica class Battlestar? i thought it was a Columbia class.
Columbia Class Battlestar is a fannon name. Now, what I want to know is why Pegasus class? It has been stated that it is a Mercury class.
I thought it was called a Pegasus class in this mod. besides isn't Galactica class fannon? I'm sure TOS identify s it as a Columbia class.
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